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ɪʀᴏɴᴡᴏᴏᴅ ᴇᴍᴘᴇʀᴏʀ ᴇsʜᴀɪ ([personal profile] ironwood) wrote in [community profile] tushanshu_ooc 2014-04-01 04:41 am (UTC)

YNRADN (NEGOTIATION)

Character(s): 7-10 needed
Mission Duration: 5 days
Mission Difficulty: ★★☆☆☆ / ★★★★☆ (read on for details)
Mission Type: Exploration/Negotiation
Projected Plot Impact: Key insights into the cracks that Malicant's corruption seeps through
Proposed Worldbuilding Changes: Alliance with the Ynradn and counsel against corruption

DOSSIER

Evandau has one folder compiling eight single-page reports about a race of creatures called the Ynradn. Each document amounts to no more than half a sheet of speculation, describing thoughts and whims rather than some tangible concept. These reports, he will explain, offer such sparse details because most regard them as myth rather than fact, but he knows different. Once, long ago, the Ynradn taught the mages of his people the art of detecting and cleansing corruption. They are sentient beings that subsist upon the goodwill of others. Many died of starvation during the wars inspired by Malicant, for goodwill became a thing of the past in the wake of greed and treachery. While he holds no ties to them, he knows of a treaty signed between Eshai and the Ynradn that offers them refuge upon the shell of Tu Vishan in exchange for their aid against the rising tide of Malicant. After the sinking of Sinbrilee and that hard-won pause in the war, Eshai released the Ynradn and declared the treaty's initial terms fulfilled. Most disappeared over a handful of landfalls, but word reaches him -- and is proven by the reports -- that some yet exist in the wilds of the shellside.

The task set before them is to seek out the Ynradn and request their assistance, calling on their council to draft a new treaty with the Alderwood Emperor -- the terms of which he leaves to this Foreigner delegation. That is, if they can find this council.

THE YNRADN
Each Ynradn consists of nothing more than a whisp of grey smoke, a breathy voice, and a pair of eyes that blink open to read the soul mind of the person before them. They are a secretive race and the remaining population is centred deep within the remaining forests of the shellside. Each is born with a flawless grasp of mind magics, using them to reach the intents and past actions of those around them. This allows them to find goodwill -- positive actions and intents -- upon which they flourish, in a sense siphoning off the optimistic energy to sustain themselves.

They are a curious bunch, having only a strong grasp of morals and less about things such as fire, water, flesh, and swizards. Some might liken them to the will-o-wisp, for they will lead trespassers on a merry chase with hints of smoke, whispers of treasure in the wind, and -- during dangerous times -- screams of anger as though a dragon itself has been roused. Insubstantial at best, they are unable to cause physical harm to creatures of flesh and blood, relying instead of distraction and evasion to stay safe. To those that they encounter which possess a pure heart, intent, or a history of innocent actions, they will stop to mingle. Even play with them, all the while taking sips of their good karma to stay alive. It is not a parasitic feeding and their food source feels no lethargy or pain.

The Ynradn Council is what happens when five are brought together by those possessing of such positive energy. It requires not specific Ynradn, but the presence of five to draw them together and make decisions. This team will need to find five Ynradn and convince them to come together in memory of their treaty with Ironwood, and with the question of whether they would do the same with Alderwood.

Ynradn, however, are a bit finicky and it's hard to hold their attention until the magic number of five have been brought together, so it's best to set out in pairs to get the job done fast! Mind one's thoughts, however, for they will manifest before each character and look into their eyes, reading their soul, history, and moral compass to decide whether they will stay to play or run and hide. Those that earn the latter decision? Activate HARD MODE. Expect to be chased about by smoky figures, lured away by promises of treasure, and otherwise treated as a will-o-the-wisp might treat its victims, though the Ynradn are markedly less cruel to their 'prey.'

Up to five attempts can be made to recruit the Ynradn before they will move on and leave the delegation empty-handed.

OUTCOME

A successful gathering of the council will result in the Ynradn agreeing to support the Alderwood's request for treaty and the full council will return with the group to Keeliai for the sake of ratifying it. Meanwhile, they will teach the members of the group critical signs of corruption that, to them, are plain as the nose on your face. Not being creatures of smoke and goodwill, characters may have to concentrate, but they will learn how to sense what the Ynradn call the 'aura of intent' -- this is a haze around others that can be seen by squinting very, very narrowly at them. Bright lights in the aura indicate a person of good karma and a strong moral compass. Dark shadows suggest one with a dark past or intention. Then there is the corruption of Malicant, signified by a bloody haze around their aura -- difficult to see in the kedan, but still a way to tell whether one has been touched by Malicant. The downside? It's very obvious when one is trying to sense the aura of intent, as their must narrow their eyes to the point that it appears they have squeezed them shut. Still, a loss of dignity in exchange for the ability to sense corruption is widely held as a good thing. The characters that learn this from the Ynradn can, in turn, teach it to others, but be mindful that the learning curve will grow progressively steeper the further one gets from the source teacher (the Ynradn).

An unsuccessful gathering of the council will result in the Ynradn gleefully toying with the delegation before growing bored and dissipating into the evening mists. Frustation is like to abound and at least one accusation of 'you're obviously no shining angel' may be voiced.

Evandau will be grateful for the attempt with either outcome and will reward the characters with one favour (if successful) or one firearm from his personal armoury (if failed). While one is intangible, it may in the future provide some benefit, for the Emperor is hard-pressed to say no once a favour is called in. The consolation prize, alas, does not come with ammunition for the weapon selected, but each is a fine specimen of whatever battle he harvested it from and may yet come to good use.

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